Game Design,
Gameplay and Scrum for
professional video game
projects
Christian Gascons
Frozenshard Games
FrozenShard
●  Deep Marketing research
●  Company founding
●  The founders
●  Project Castles vs World War II: TCG
2
What do I need?
1.  The resources
2.  The idea
3.  The roadmap
4.  Pre-launch
5.  Post-launch
6.  Marketing
3
The resources
●  Team size
●  Funding
●  Tools
4
Team size
Small / Large team?
Doesn’t matter
5
Funds
›  Crowdfunding
›  Kickstarter
›  Indiegogo
›  Outsource
›  Art
›  Backend services
6
Tools…tools everywhere!
And much more….
7
What do I need?
1.  The resources
2.  The idea
3.  The roadmap
4.  Pre-launch
5.  Post-launch
6.  Marketing
8
The idea I
●  Find a motivation
●  Find team strengths and reinforce weaknesses
●  Think what to do before doing it
●  Don...
The idea II
●  Find innovative
products (people
gets bored of the
same game)
●  What makes your
game original?
NOTHING
10
What do I need?
1.  The resources
2.  The idea
3.  The roadmap
4.  Pre-launch
5.  Post-launch
6.  Marketing
11
Roadmap
●  Organization &
Planification
●  Divide tasks efficiently
& focus!
●  Create (realistic!)
short/long term
planni...
What do I need?
1.  The resources
2.  The idea
3.  The roadmap
4.  Pre-launch
5.  Post-launch
6.  Marketing
13
Pre-launch
●  Q&A: Test the game before shipping it,
players are not testers!
●  Start the marketing before the launch, le...
Pre-launch
●  Promote the game
o  Empower the
virality of the
game
o  Spread the word
(youtube, twitter,
press releases)
15
Pre-launch
●  Play your game
●  Bad times, high
spirit
16
What do I need?
1.  The resources
2.  The idea
3.  The roadmap
4.  Pre-launch
5.  Post-launch
6.  Marketing
17
Post-launch I
18
●  Fix your bugs
●  Unmaintained games
don’t last much
●  Update the game
(new content)
Post-launch II
19
●  Player
retention
(daily rewards,
etc…)
●  DAU / MAU
Post-launch III
20
●  Add tracking &
study your metrics
(GA, Flurry, etc…)
●  Funnels
Post-launch IV
21
›  Example case:
›  WWII: TCG Tutorial
Post-launch V
22
●  Soft-launch
the game
Post-launch VI
23
●  Keep
forums
healthy
●  Yes, we
CARE
What do I need?
1.  The resources
2.  The idea
3.  The roadmap
4.  Pre-launch
5.  Post-launch
6.  Marketing
24
Marketing
●  Save a budget for
the marketing
●  Player acquisition
●  Visibility
●  Virality (Social
features)
25
What do I need?
1.  The resources
2.  The idea
3.  The roadmap
4.  Pre-launch
5.  Post-launch
6.  Marketing
26
Project Castles
27
Game Briefing
●  Genre: Medieval / fantasy
●  Online ARTS
●  Engine: Unreal Engine 3
●  Prototype Development time: 3 mont...
Prototype
29
30
World War II: TCG
31
WWII: TCG
1.  Briefing
2.  Idea Conception
3.  Documentation
4.  Key Concepts
5.  Monetization
6.  UI
7.  Session Stop
8. ...
Briefing
›  Digital TCG
›  Current Platforms: iOS (iPad, iPhone)
›  Future Platforms: Android, Facebook,
Kongregate & S...
WWII: TCG
1.  Briefing
2.  Idea Conception
3.  Documentation
4.  Key Concepts
5.  Monetization
6.  UI
7.  Session Stop
8. ...
Idea Conception
›  We like TCG’s
›  Not so many competitors
›  Existing competitors make too much $
›  Professional Ga...
WWII: TCG
1.  Briefing
2.  Idea Conception
3.  Documentation
4.  Key Concepts
5.  Monetization
6.  UI
7.  Session Stop
8. ...
Documentation
›  Helps understanding the game
›  Documented features == happy coders J
›  Prevents communication lack ...
Documentation
●  Mockups, mockups and more mockups
38
WWII: TCG
1.  Briefing
2.  Idea Conception
3.  Documentation
4.  Key Concepts
5.  Monetization
6.  UI
7.  Session Stop
8. ...
Key Concepts
›  Simplicity
›  Resource system
›  Playing and upgrading cards
›  Abilities
›  Double lane & No graveya...
Simplicity I
41
Simplicity II
42
Simplicity III
43
Simplicity IV
44
Key Concepts
›  Simplicity
›  Resource system
›  Playing and upgrading cards
›  Abilities
›  Double lane & No graveya...
Resource System
46
Key Concepts
›  Simplicity
›  Resource system
›  Playing and upgrading cards
›  Abilities
›  Double lane & No graveya...
Playing and upgrading cards
48
Key Concepts
›  Simplicity
›  Resource system
›  Playing and upgrading cards
›  Abilities
›  Double lane & No graveya...
Abilities
50
Key Concepts
›  Simplicity
›  Resource system
›  Playing and upgrading cards
›  Abilities
›  Double lane & No graveya...
Double lane & No graveyard
52
Key Concepts
›  Simplicity
›  Resource system
›  Playing and upgrading cards
›  Abilities
›  Double lane & No graveya...
Game Modes
54
Key Concepts
›  Simplicity
›  Resource system
›  Playing and upgrading cards
›  Abilities
›  Double lane & No graveya...
Card types
56
Key Concepts
›  Simplicity
›  Resource system
›  Playing and upgrading cards
›  Abilities
›  Double lane & No graveya...
Social
58
Key Concepts
›  Simplicity
›  Resource system
›  Playing and upgrading cards
›  Abilities
›  Double lane & No graveya...
WWII: TCG
1.  Briefing
2.  Idea Conception
3.  Documentation
4.  Key Concepts
5.  Monetization
6.  UI
7.  Session Stop
8. ...
Monetization
›  F2P but not P2W
›  Remove “payed” features giving
advantages to a player in game.
›  Revenues from non-...
Monetization
62
Monetization
63
Monetization
›  On F2P games
›  Speed leveling up stuff / access to new
features.
›  Access the full game
›  Remove ad...
WWII: TCG
1.  Briefing
2.  Idea Conception
3.  Documentation
4.  Key Concepts
5.  Monetization
6.  UI
7.  Session Stop
8. ...
UI
›  Intuitive
›  Informative
›  Usable
›  Beautiful
66
UI II
Good Bad
67
Fallout UI Oblivion UI
WWII: TCG
1.  Briefing
2.  Idea Conception
3.  Documentation
4.  Key Concepts
5.  Monetization
6.  UI
7.  Session Stop
8. ...
Session Stop I
69
Energy Losing units
Session Stop II
70
›  We uses lives
system.
›  Empowers virality
›  Sometimes gives
revenue
Give me more!
71
72
World War II: TCG
10’ Gameplay Demo & Break
73
Gameplay
Basic mechanics
74
Gameplay I
75
›  Avoid patterns
Gameplay II
76
›  Games are puzzles
›  When you play a
game you will only
play it until you
master the pattern
›  Once ...
Gameplay III
›  Players will play your game until it gets
boring
›  Enjoy while learning to play, no more
boring tutoria...
Gameplay IV
78
›  Players seeking to
advance in a
game will always
try to optimize
what they’re doing
Gameplay V
79
›  Make plans for the
mastered players
(online /
multiplayer)
Gameplay VI
80
›  User generated
content? (Draw
something,
Where’s my water,
etc…)
Game timelapse I
81
Game timelapse II
82
Game timelapse III
83
Game timelapse IV
84
Make a fun game!
›  Demo / Tutorial (Show some of what they’ll get)
85
Make a fun game! L
86
Make a fun game! J
87
How to add meaning to your
game?
›  The secret is in the little details..
›  Recommended video: “The art of
ScreenShake ...
How to add meaning to your
game?
“The art of Screenshake” · Vlambeer’s Ja Willem
Nijman’s Gameplay Demo
89
How to add meaning to your
game?
›  Build awesome First user experience
›  Bigger bullets, fire rate…
›  Screen Shake
›...
Agile methodologies
Scrum
91
Agile methodologies
92
Design
Build
Test
Release
Why agile?
›  It has been proved: “It Works”
›  Rapid delivery
›  Reduces overall risk
›  It’s a must for videogame de...
What’s interesting
Scrum
›  2-4 weeks iterations
›  Changes in Sprints
not allowed
›  Priority depends on
the Product O...
What is Scrum?
95
›  Simplicity
›  Flexibility
›  Adaptability
›  Small Teams
Main Roles
›  Product Owner (PO)
›  Represents the client
›  Manages Dev.team & backlog
›  Scrum Master (SM)
›  Remov...
97
Product Backlog
Feature
Feature
Feature
Sprint Backlog
Commu
nication
Stakeholder
Dev.
TeamPO
Output
Feature Requests
N...
Product Backlog Example
Backlog Item Priority (1-10)
Historical Missions 2
Trading cards with people 8
Restoring purchases...
Product Backlog Example
99
Track
purchases
Restore
purchases
Trading cards system
Historical Missions
Double Tap
Backlog priority pyramid
Sprint
Release
Future Features
100
Backlog real-life example
101
Sprint (or Iteration)
102
›  Daily
›  10-15’
›  Standing!
1.  What did you do
2.  What will you do
3.  Any impediments?
Is applicable if…
›  You are able to fill a Product backlog
›  You have a team
›  You have a Product Owner (PO)
›  You...
Scrum graphically
104
Agile Product Ownership in a Nutshell – Henrik Kniberg
Agile Product Ownership in a
nutshell
A video by Henrik Kniberg
105
106
Summarizing…
›  Iterations (never-ending development process)
›  Adaptability to changes
›  Establish Roles
›  Daily M...
Game Over.
Thank you for listening! Questions?
cgascons@frozenshard.com cgascons
108
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Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos

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Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos.

Será conducida por Christian Gascons, CEO y fundador de FrozenShard Games (http://www.frozenshard.com/), estudio con oficinas en Barcelona desde el cuál se han creado videojuegos como el Sports Quiz 2013 o World War II: TCG, y que actualmente está desarrollando su próximo lanzamiento: Castles.

PROGRAMA DETALLADO

•Presentación de Frozenshard: proyectos desarrollados (Castles vs World War II: TCG)

• Game Design: Recursos (Tamaño del equipo; Fuentes de financiación: Crowdfunding + outsourcing); Herramientas (UDK, Unity, SVN, GIMP, GDrive, etc…); La idea; La hoja de Ruta (organización, distribución de tareas, planificación…); Pre-launch (testeo, marketing, promoción, …); Post-launch (Mantenimiento y actualizaciones, cómo fidelizar a los jugadores, métricas de seguimiento, marqueting, viralidad, visibilidad, )
•El proyecto Castles
•El juego World War II: TCG
•Gameplay (cómo hacer la experiencia del juego “apasionante”)
•Metologías ágiles – Scrum: qué son; la metología Scrum; lo mejor de la metodología; en qué casos se puede usar; cómo aplicarla en equipos pequeños; reuniones; roles; documentación

Se trata de una actividad gratuita, pero en caso de estar interesado/a tienes que confirmar asistencia enviando un mensaje de correo electrónico a: informatica@eug.es

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Sesión técnica sobre Game Design, Gameplay y metologías agile para proyectos profesionales de videojuegos

  1. 1. Game Design, Gameplay and Scrum for professional video game projects Christian Gascons Frozenshard Games
  2. 2. FrozenShard ●  Deep Marketing research ●  Company founding ●  The founders ●  Project Castles vs World War II: TCG 2
  3. 3. What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 3
  4. 4. The resources ●  Team size ●  Funding ●  Tools 4
  5. 5. Team size Small / Large team? Doesn’t matter 5
  6. 6. Funds ›  Crowdfunding ›  Kickstarter ›  Indiegogo ›  Outsource ›  Art ›  Backend services 6
  7. 7. Tools…tools everywhere! And much more…. 7
  8. 8. What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 8
  9. 9. The idea I ●  Find a motivation ●  Find team strengths and reinforce weaknesses ●  Think what to do before doing it ●  Don’t make a simple idea into a complex one ●  Empower motivations (prototype/video of your game?) 9
  10. 10. The idea II ●  Find innovative products (people gets bored of the same game) ●  What makes your game original? NOTHING 10
  11. 11. What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 11
  12. 12. Roadmap ●  Organization & Planification ●  Divide tasks efficiently & focus! ●  Create (realistic!) short/long term plannings ●  Progress Global view 12
  13. 13. What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 13
  14. 14. Pre-launch ●  Q&A: Test the game before shipping it, players are not testers! ●  Start the marketing before the launch, let the world know you are there ●  Clear, readable description & keywords for your game 14
  15. 15. Pre-launch ●  Promote the game o  Empower the virality of the game o  Spread the word (youtube, twitter, press releases) 15
  16. 16. Pre-launch ●  Play your game ●  Bad times, high spirit 16
  17. 17. What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 17
  18. 18. Post-launch I 18 ●  Fix your bugs ●  Unmaintained games don’t last much ●  Update the game (new content)
  19. 19. Post-launch II 19 ●  Player retention (daily rewards, etc…) ●  DAU / MAU
  20. 20. Post-launch III 20 ●  Add tracking & study your metrics (GA, Flurry, etc…) ●  Funnels
  21. 21. Post-launch IV 21 ›  Example case: ›  WWII: TCG Tutorial
  22. 22. Post-launch V 22 ●  Soft-launch the game
  23. 23. Post-launch VI 23 ●  Keep forums healthy ●  Yes, we CARE
  24. 24. What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 24
  25. 25. Marketing ●  Save a budget for the marketing ●  Player acquisition ●  Visibility ●  Virality (Social features) 25
  26. 26. What do I need? 1.  The resources 2.  The idea 3.  The roadmap 4.  Pre-launch 5.  Post-launch 6.  Marketing 26
  27. 27. Project Castles 27
  28. 28. Game Briefing ●  Genre: Medieval / fantasy ●  Online ARTS ●  Engine: Unreal Engine 3 ●  Prototype Development time: 3 months. ●  Platforms: PC 28
  29. 29. Prototype 29
  30. 30. 30
  31. 31. World War II: TCG 31
  32. 32. WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 32
  33. 33. Briefing ›  Digital TCG ›  Current Platforms: iOS (iPad, iPhone) ›  Future Platforms: Android, Facebook, Kongregate & Steam ›  Develop time: 14 months. ›  Dev. team size: #3 33
  34. 34. WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 34
  35. 35. Idea Conception ›  We like TCG’s ›  Not so many competitors ›  Existing competitors make too much $ ›  Professional Game quality 35
  36. 36. WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 36
  37. 37. Documentation ›  Helps understanding the game ›  Documented features == happy coders J ›  Prevents communication lack & misunderstandings 37
  38. 38. Documentation ●  Mockups, mockups and more mockups 38
  39. 39. WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 39
  40. 40. Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 40
  41. 41. Simplicity I 41
  42. 42. Simplicity II 42
  43. 43. Simplicity III 43
  44. 44. Simplicity IV 44
  45. 45. Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 45
  46. 46. Resource System 46
  47. 47. Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 47
  48. 48. Playing and upgrading cards 48
  49. 49. Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 49
  50. 50. Abilities 50
  51. 51. Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 51
  52. 52. Double lane & No graveyard 52
  53. 53. Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 53
  54. 54. Game Modes 54
  55. 55. Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 55
  56. 56. Card types 56
  57. 57. Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 57
  58. 58. Social 58
  59. 59. Key Concepts ›  Simplicity ›  Resource system ›  Playing and upgrading cards ›  Abilities ›  Double lane & No graveyard ›  Game Modes ›  3 Card types ›  Social 59
  60. 60. WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 60
  61. 61. Monetization ›  F2P but not P2W ›  Remove “payed” features giving advantages to a player in game. ›  Revenues from non-advantageous content. 61
  62. 62. Monetization 62
  63. 63. Monetization 63
  64. 64. Monetization ›  On F2P games ›  Speed leveling up stuff / access to new features. ›  Access the full game ›  Remove ads? ›  As long as you don’t disturb the balance… 64
  65. 65. WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 65
  66. 66. UI ›  Intuitive ›  Informative ›  Usable ›  Beautiful 66
  67. 67. UI II Good Bad 67 Fallout UI Oblivion UI
  68. 68. WWII: TCG 1.  Briefing 2.  Idea Conception 3.  Documentation 4.  Key Concepts 5.  Monetization 6.  UI 7.  Session Stop 8.  Gameplay Video 68
  69. 69. Session Stop I 69 Energy Losing units
  70. 70. Session Stop II 70 ›  We uses lives system. ›  Empowers virality ›  Sometimes gives revenue
  71. 71. Give me more! 71
  72. 72. 72
  73. 73. World War II: TCG 10’ Gameplay Demo & Break 73
  74. 74. Gameplay Basic mechanics 74
  75. 75. Gameplay I 75 ›  Avoid patterns
  76. 76. Gameplay II 76 ›  Games are puzzles ›  When you play a game you will only play it until you master the pattern ›  Once mastered, the game becomes boring
  77. 77. Gameplay III ›  Players will play your game until it gets boring ›  Enjoy while learning to play, no more boring tutorials ›  Easy to learn, hard to master 77
  78. 78. Gameplay IV 78 ›  Players seeking to advance in a game will always try to optimize what they’re doing
  79. 79. Gameplay V 79 ›  Make plans for the mastered players (online / multiplayer)
  80. 80. Gameplay VI 80 ›  User generated content? (Draw something, Where’s my water, etc…)
  81. 81. Game timelapse I 81
  82. 82. Game timelapse II 82
  83. 83. Game timelapse III 83
  84. 84. Game timelapse IV 84
  85. 85. Make a fun game! ›  Demo / Tutorial (Show some of what they’ll get) 85
  86. 86. Make a fun game! L 86
  87. 87. Make a fun game! J 87
  88. 88. How to add meaning to your game? ›  The secret is in the little details.. ›  Recommended video: “The art of ScreenShake – Ja Willem Nijman (from Vlambeer) 88
  89. 89. How to add meaning to your game? “The art of Screenshake” · Vlambeer’s Ja Willem Nijman’s Gameplay Demo 89
  90. 90. How to add meaning to your game? ›  Build awesome First user experience ›  Bigger bullets, fire rate… ›  Screen Shake ›  Camera kick, camera LERP ›  Corpses & shells permanence ›  Gun kicking ›  Smoke effects, slow-motion ›  Make it a challenge 90
  91. 91. Agile methodologies Scrum 91
  92. 92. Agile methodologies 92 Design Build Test Release
  93. 93. Why agile? ›  It has been proved: “It Works” ›  Rapid delivery ›  Reduces overall risk ›  It’s a must for videogame development Iterative planning + feedback loops Easy adaptability to changing requirements 93
  94. 94. What’s interesting Scrum ›  2-4 weeks iterations ›  Changes in Sprints not allowed ›  Priority depends on the Product Owner XP (Extreme Progr.) ›  1-2 weeks iterations ›  Changes in Sprints allowed ›  Work in strict priority order 94
  95. 95. What is Scrum? 95 ›  Simplicity ›  Flexibility ›  Adaptability ›  Small Teams
  96. 96. Main Roles ›  Product Owner (PO) ›  Represents the client ›  Manages Dev.team & backlog ›  Scrum Master (SM) ›  Removes impediments ›  Dev. Team ›  Stakeholders 96
  97. 97. 97 Product Backlog Feature Feature Feature Sprint Backlog Commu nication Stakeholder Dev. TeamPO Output Feature Requests Never-ending Process
  98. 98. Product Backlog Example Backlog Item Priority (1-10) Historical Missions 2 Trading cards with people 8 Restoring purchases 9 Double-tap returns to level 1 Keep track of purchases 10 98
  99. 99. Product Backlog Example 99 Track purchases Restore purchases Trading cards system Historical Missions Double Tap
  100. 100. Backlog priority pyramid Sprint Release Future Features 100
  101. 101. Backlog real-life example 101
  102. 102. Sprint (or Iteration) 102 ›  Daily ›  10-15’ ›  Standing! 1.  What did you do 2.  What will you do 3.  Any impediments?
  103. 103. Is applicable if… ›  You are able to fill a Product backlog ›  You have a team ›  You have a Product Owner (PO) ›  You have a Scrum Master (SM) (can be anyone) 103
  104. 104. Scrum graphically 104 Agile Product Ownership in a Nutshell – Henrik Kniberg
  105. 105. Agile Product Ownership in a nutshell A video by Henrik Kniberg 105
  106. 106. 106
  107. 107. Summarizing… ›  Iterations (never-ending development process) ›  Adaptability to changes ›  Establish Roles ›  Daily Meetings ›  Documentation (Product Backlog, sprint backlog) ›  Rapid deliveries ›  Communication 107
  108. 108. Game Over. Thank you for listening! Questions? cgascons@frozenshard.com cgascons 108

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